Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Auto Repair
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_GAMEMOVEMENT_RECON_H
#define TF_GAMEMOVEMENT_RECON_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_gamemovement.h"
#include "tfclassdata_shared.h"
class CTFMoveData;
//=============================================================================
//
// Recon Game Movement Class
//
class CTFGameMovementRecon : public CTFGameMovement
{
DECLARE_CLASS( CTFGameMovementRecon, CTFGameMovement );
public:
CTFGameMovementRecon();
// Interface Implementation
// virtual void ProcessMovement( CTFMoveData *pTFMoveData );
virtual void ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData );
virtual const Vector &GetPlayerMins( bool bDucked ) const;
virtual const Vector &GetPlayerMaxs( bool bDucked ) const;
virtual const Vector &GetPlayerViewOffset( bool bDucked ) const;
// Purpose:
virtual void AirMove();
protected:
virtual void PostPlayerMove( void );
void UpdateTimers( void );
// Purpose: Check the jump button to make various jumps
bool CheckJumpButton();
// Check various jump types
bool CheckWaterJump();
bool CheckWallJump(CTFMoveData *pTFMove);
bool CheckBackJump( bool bWasInAir );
bool CheckStrafeJump( bool bWasInAir );
bool CheckForwardJump( bool bWasInAir );
// Resets the impact time
void ResetWallImpact(CTFMoveData *pTFMove);
// Implement this if you want to know when the player collides during OnPlayerMove
virtual void OnTryPlayerMoveCollision( trace_t &tr );
PlayerClassReconData_t *m_pReconData;
Vector m_vStandMins;
Vector m_vStandMaxs;
Vector m_vStandViewOffset;
Vector m_vDuckMins;
Vector m_vDuckMaxs;
Vector m_vDuckViewOffset;
bool m_bPerformingAirMove;
};
#endif // TF_GAMEMOVEMENT_RECON_H